Exceptions to this license are made in the following, with stipulations regarding use -

Any persons or entities directly or indirectly involved with active development of Arma 3 Life OR Arma 3 Life derivatives ( additionally, by alias; Caiden). Stipulations - Do Not Redistribute, No alteration or de-binarizing of content, no use at all within publicly distributed data-archives(including executable installation) for entities that receive more than US$10 in lifetime donations. This exception applies retroactively. Failure to adhere to this will result in legal action.

Any persons who have directly contacted myself (toadie2k) to seek out explicit usage permissions prior to 11/11/14 still retain use under those agreed terms.

HLC Core

HLC Core is the central core to the weapons sets released by me. It contains mostly shared resources like magazine icons, some material templates and textures, sounds, etc. It's required to run any hlc prefixed mod/pbo file.

Why? Because some mods are going to share resources and that's just how it is. It contains ALL the animation gestures for the HLC mods, so if you're using them for another mod, you'll need this for those too.

Figure this is a better way to do it than to have them all in separate PBOs, and thus a pain in the nutsack to huntdown.

Core will update with every pack going forth so be sure to check back here and get the latest version from time to time.

Prerequisites: ASDG_JointRails

Changelog

=======

0.9-

* 5.45x39 Tracer Ammo no longer IR-DIM (only visible with NVG)

* 5.45x39 7U1 Ammo now reflect IRL Ballistics (prepare to be throughly and laughably disappointed with it's performance, AND YES THIS IS CONSISTENT TO THE REAL ROUND)

The Kalashnikov family of rifles have a long-standing legacy in firearms . What started in 1945 as an effort to supplant the Mosin-Nagant in soviet infantry service resulted in one of the most prolific bloodlines of semi-automatic rifles in history. Within this AK pack you'll find a broad selection from the family history and role-defining variations, starting with the original milled receiver AK47 an going through to the coming of age in the AK12. To augment the suite, a selection of optical and muzzle attachments are at your disposal. This is not an exhaustive pack, but it should cover enough roles and variants to suit most needs from a practical standpoint.

Small authenticity note- as someone pointed out to me on Youtube, having a Dovetail mount on most of these makes all of these technically N variants of the respective weapons (AK47N, RPKN, AKS74UN,etc), but that's one bit of nomenclature I'm willing to let slide :D.

In a shocking turn of events that may upset some (but hopefully not,it's a better deal anyway), Instead of a mere 7 AR15s, you're getting 20 Battle rifles from the big 3 Battle Rifle platforms(G3,FAL,M14). Each platform is replete with it's own accoutrements- All three have at least two optic options solely dedicated to them, and each platform has rail version that use ASDG joint Rails. G3s and FALs even have GL variants. And to ease the pain, if you only really want ONE of these and not all three, Each is a separate download and none are dependant on the others.. I'm big on giving options. A shoutout goes to Clifton Vlodhammer(CliffyV), whom I invited to do several animations for the pack, notably the M14 and FAL, without his help, probably wouldn't have got this out in anything near a reasonable time.

Today, the AR-15 stands not as one weapon ,but as a family platform of largely interchangable variations on the concept, with wide adoption in Military, Law Enforcement and Civilian shooting areas. This pack reflects just some of that variety, not to cover the bog standard M4s and M16s, but some of the more exotic variations.

In short, the MP5 eats what you feed it, shoots where you point it, runs how you need it to and breaks down how you'd like it to.

In this pack you get 10 variations of the venerable SMG, from it's most basic as the MP5a2 to the most extravegant as the MP5/10 and everything in between. Additionally three suppressors are provided. No two of these weapons are identical in performance, weight, or inertia. Very similar, but not the same.

Special note- To replicate the Spz-kr 2-stage trigger, all the augs except the SR are full-auto-only (Only Thales/ADI F88s have a full-auto lockout bar). You will stutter shot your first few attempts to semi-auto on this mode, but I am reliably informed this is true to the real thing and it's a matter practise.

This pack covers Two variants of the Magnum family, one real, one fake, in one caliber (.300 Win Mag, because WIN MAG):

The AWM (Technically AWM-F) and the AWC-M ( A bastard hybrid of an AWM and an AWCovert. The narrative excuse is it is a limited run, purpose-built contract order by a PSC, though that doesn't excuse it being wildly impractical). The original model(which was the AWC) comes from my now-mothballed project For Hire, but I got enough interest in it that I revived it for Arma3.

Additional notes-

- Supports ACE Ballistics. AWM has a 24" Barrel with a 279.4mm twist, AWC-M has a 16" barrel (Shrouded with suppressor) 203mm twist.

All Source material for the M249 release-Source PSDs for textures, .max/obj/fbx files for the 3ds meshes, all the related engine-ready and tansitive format material, sources for scripts and configs. EVERY single file, and you can do what the hell you want with it- roll it into your own mod, butcher it with MSpaint camo reskins, put into Counter-Strike, whatever.

I guess the only thing I would ask you not do is use this to wreck the released mod version of the SAWs with some sort of hackup, because that's a dick move. Generally, just don't be a dick with it, and you're good.

So I've included everything that is in the pbo here, un-binarised for your perusal. There's only 1 item that I can't provide the unbinarised source for, and that's the standing reload. Sadly, at some point I committed a colossal error and had to revert it, and unfortunately that meant using a previously binarised version. I promise that proceeding releases will have unbinarised RTM source files for all sequences. If you're not keen on downloading more stuff, Here's the short on how to use the new animation with your weapon -

config.cpp

class YourWeapon : RifleBase
{
...
reloadaction = "HLC_GestureReloadM60"; // this is literally it. The Gesture is defined in HLC_Core, which is why it's a prereq. If you want all the moving bits an bobs on your gun, refer to the Source files.
...
}

This pack contains the raw exported source files and engine-ready unbinarised character animation files for AK-pattern Rifles (as seen in the HLC AK pack). It also contains pertainant information for the animation of selections on weapon meshes, as well as config samples.

This pack contains the raw exported source files and engine-ready unbinarised character animation files for AR Rifles (as seen in the HLC AR15 pack). It also contains pertainant information for the animation of selections on weapon meshes, as well as config samples.

This pack contains the raw exported source files and engine-ready unbinarised character animation files for FAL Rifles (as seen in the HLC FAL pack). It also contains pertainant information for the animation of selections on weapon meshes, as well as config samples.

This pack contains the raw exported source files and engine-ready unbinarised character animation files for G3 Rifles (as seen in the HLC G3 pack). It also contains pertainant information for the animation of selections on weapon meshes, as well as config samples.

This pack contains the raw exported source files and engine-ready unbinarised character animation files for M14 Rifles (as seen in the HLC M14 pack). It also contains pertainant information for the animation of selections on weapon meshes, as well as config samples.

The CAT skeleton is rigged as simply as possible, and in the way that most suits how I animate(which is primarily IK). If you're all about FK, or you want to add helper objects and things, I encourage it, this is a free-to-use resource. The only two things you really shouldn't fuck with are the weapon and launcher bone helpers. Leave them EXACTLY as they are. Change the constraints on the bones they control, or trying to link constraint to them WILL end very badly. Trust me. If you do change it, I encourage to share it on the BIS forums, I am curious to see how other people set up their own CAT rigs.

I've left some notes in the max files too, have a quick read of them before you begin. I've also provided my M60 Animation files as samples of how it's done. Just word of advice though, don't take the moving parts in them to be exportable to Oxygen, that's all done by hand ;)

Lastly, if there's anything that's bugged out,or amiss, or you have queries about, comment away in here. More good things coming in the following months.

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Why? Because some mods are going to share resources and that's just how it is. It contains ALL the animation gestures for the HLC mods, so if you're using them for another mod, you'll need this for those too.

Figure this is a better way to do it than to have them all in separate PBOs, and thus a pain in the nutsack to huntdown.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

these animations take the weapon to a new level. Wonder if it'd be possible to take it even further (and this is probbaly too much) but change the standing posture when holding LMG's to the weapon being heldsort of like this .

I could, but without also giving it it's own run,walk, tactical-jog (plus crouched variants and weak-side variants), it would look pretty goofy/broken about 80% of the time you're using it. It's a nice thought, but I'm not ready to commit to doing those most-tedious animation cycles just yet. Just going to have to suspend some belief a little and imagine the A3 soldiers are hella swole MFs that benchpress VW Beetles for laughs in the meantime.